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  #11  
Old December 18th, 2003, 11:33 PM

Baron Grazic Baron Grazic is offline
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Default Re: Puppet Political Parties

It sounds like it could be the 'Anarchy Groups' Intelligence Operation.

Was the message "Anarchy Groups on planet [%PlanetName] have risen up and caused civil unrest. They may be backed by foreign powers"?

You need to increase the planets happiness from Rioting, and Yes, dropping troops should do this.

[ December 18, 2003, 21:35: Message edited by: Baron Grazic ]
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  #12  
Old January 23rd, 2004, 05:49 PM
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Default Re: Puppet Political Parties

I have now hit a weak AI player twice with about 10 PPP Projects each. Both times one (and only one) project was successful, all the rest failed.

I have started splitting the projects up so I hit him every turn with 3-4 PPPs and hope to get one planet each time.

I have heard of the 50% rule, but is there something else that lets only ONE be successful per turn? Is it one per empire attacked? Did I just get unlucky (twice)?
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  #13  
Old January 23rd, 2004, 06:07 PM
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Default Re: Puppet Political Parties

Are the PPPs targeting specific planets, or random planets? It is possible, though I am not sure how likely, that SE4 decided to target them all against the same planet, so all projects after the one that succeeded would naturally fail, as you already own the planet... I would hope that this does not happen, but it is a possible explanation other than the unlucky one. Or maybe some had targeted planets that you conquered with troops on that turn? There is no other factor besides the 50% rule that will cause a completed PPP to fail (other than the usual CI issue).
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  #14  
Old January 23rd, 2004, 06:22 PM
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Default Re: Puppet Political Parties

I'm currently in a game where all (8-10) of my puppet political parties intel projects have failed. The target has no counterintelligence and all of my mutiny projects succeed.

The target empire is being run by the AI. Does this make a difference? I was hoping that at least some of the attacks would succeed. Seems odd that so many would be unsuccessful if 50% should succeed.

Does anyone have any advice?

Thanks...Greybeard
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  #15  
Old January 23rd, 2004, 06:41 PM
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Default Re: Puppet Political Parties

Each project's success is determined individually. It is not, 50% of PPP will always succeed, it is, each project has a 50% chance of success. It is entirlely possible that all of them will fail or that all of them will succeed in a given turn.
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  #16  
Old January 23rd, 2004, 08:14 PM
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Default Re: Puppet Political Parties

The first ten projects were targeted to different planets. I am not sure if I targeted his homeworld, but I think I did. The one that succeded was not the homeworld though. The secound group were randomly targeted though. I have not had a problem randomly targeting ships, I had hoped PPP would be the same.
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  #17  
Old January 23rd, 2004, 08:46 PM

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Default Re: Puppet Political Parties

Quote:
Originally posted by Imperator Fyron:
Each project's success is determined individually. It is not, 50% of PPP will always succeed, it is, each project has a 50% chance of success. It is entirlely possible that all of them will fail or that all of them will succeed in a given turn.
Let's look at the contra position; can anyone out there say they've had MORE than 50% of their PPP projects be sucessful (take into account the ones blocked by CI). If no one can say that (I know I can't), then we can "predict" there may be a bug or problem somewhere.

Yes a coin always has a 50/50 chance either way. Yes, sometimes you will get heads 9 out of 10 times, but statistics dictate they should go the other way as well.

[ January 23, 2004, 18:47: Message edited by: rdouglass ]
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  #18  
Old January 23rd, 2004, 08:53 PM

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Default Re: Puppet Political Parties

for me on average it is 30% or something. I just know it is low enough to release that it is not worth it in relation to other intel attacks such as fake communications, steal resources , plague, etc.... also over looked is the ship bomb... which later in a game when people forget about it... Which is a mistake. Not only does it destroy something on the ship... but it gives you the ship name and location.... So you get a few extra intels right there... But the cost is low so you gotta spend some high point ones in front of it ( if you have lots of intel points...) ( be cool for next game if you could scale how many more points you want to spend to make it really really succeed...)
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  #19  
Old January 23rd, 2004, 09:33 PM

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Default Re: Puppet Political Parties

That said more weak planets (outer empire low pops) tend to rebel a lot easier than core planets that are big in terms of population - i think weakly defended planets are a lot more likley to rebel and those that are unhappy (so cause economic and specific planetary intel attacks first make the pops unhappy then they will be easier attacked by PPP
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  #20  
Old January 23rd, 2004, 09:38 PM
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Default Re: Puppet Political Parties

Quote:
Originally posted by Imperator Fyron:
Each project's success is determined individually. It is not, 50% of PPP will always succeed, it is, each project has a 50% chance of success. It is entirlely possible that all of them will fail or that all of them will succeed in a given turn.
So, my luck must be really bad...
I thought that might be the problem...Greybeard =|%^)>
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